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[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec2 uImageIncrement_Stage1_c0_c0;
uniform vec4 uKernel_Stage1_c0_c0[4];
uniform vec2 uKernelOffset_Stage1_c0_c0;
uniform float uGain_Stage1_c0_c0;
uniform float uBias_Stage1_c0_c0;
uniform vec4 uTexDom_Stage1_c0_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
noperspective in vec4 vQuadEdge_Stage0;
noperspective in vec4 vinColor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
vec4 MatrixConvolution_Stage1_c0_c0(vec4 _input) {
vec4 _output;
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
vec2 coord = vTransformedCoords_0_Stage0 - uKernelOffset_Stage1_c0_c0 * uImageIncrement_Stage1_c0_c0;
vec4 c;
{
float k = uKernel_Stage1_c0_c0[0].x;
{
vec2 origCoord = coord;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
c.xyz /= c.w;
c.xyz = clamp(c.xyz, 0.0, 1.0);
sum += c * k;
}
{
float k = uKernel_Stage1_c0_c0[0].y;
{
vec2 origCoord = coord + vec2(1.0, 0.0) * uImageIncrement_Stage1_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
c.xyz /= c.w;
c.xyz = clamp(c.xyz, 0.0, 1.0);
sum += c * k;
}
{
float k = uKernel_Stage1_c0_c0[0].z;
{
vec2 origCoord = coord + vec2(2.0, 0.0) * uImageIncrement_Stage1_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
c.xyz /= c.w;
c.xyz = clamp(c.xyz, 0.0, 1.0);
sum += c * k;
}
{
float k = uKernel_Stage1_c0_c0[0].w;
{
vec2 origCoord = coord + vec2(3.0, 0.0) * uImageIncrement_Stage1_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
c.xyz /= c.w;
c.xyz = clamp(c.xyz, 0.0, 1.0);
sum += c * k;
}
{
float k = uKernel_Stage1_c0_c0[1].x;
{
vec2 origCoord = coord + vec2(4.0, 0.0) * uImageIncrement_Stage1_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
c.xyz /= c.w;
c.xyz = clamp(c.xyz, 0.0, 1.0);
sum += c * k;
}
{
float k = uKernel_Stage1_c0_c0[1].y;
{
vec2 origCoord = coord + vec2(5.0, 0.0) * uImageIncrement_Stage1_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
c.xyz /= c.w;
c.xyz = clamp(c.xyz, 0.0, 1.0);
sum += c * k;
}
{
float k = uKernel_Stage1_c0_c0[1].z;
{
vec2 origCoord = coord + vec2(6.0, 0.0) * uImageIncrement_Stage1_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
c.xyz /= c.w;
c.xyz = clamp(c.xyz, 0.0, 1.0);
sum += c * k;
}
{
float k = uKernel_Stage1_c0_c0[1].w;
{
vec2 origCoord = coord + vec2(7.0, 0.0) * uImageIncrement_Stage1_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
c.xyz /= c.w;
c.xyz = clamp(c.xyz, 0.0, 1.0);
sum += c * k;
}
{
float k = uKernel_Stage1_c0_c0[2].x;
{
vec2 origCoord = coord + vec2(8.0, 0.0) * uImageIncrement_Stage1_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
c.xyz /= c.w;
c.xyz = clamp(c.xyz, 0.0, 1.0);
sum += c * k;
}
{
float k = uKernel_Stage1_c0_c0[2].y;
{
vec2 origCoord = coord + vec2(9.0, 0.0) * uImageIncrement_Stage1_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
c.xyz /= c.w;
c.xyz = clamp(c.xyz, 0.0, 1.0);
sum += c * k;
}
{
float k = uKernel_Stage1_c0_c0[2].z;
{
vec2 origCoord = coord + vec2(10.0, 0.0) * uImageIncrement_Stage1_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
c.xyz /= c.w;
c.xyz = clamp(c.xyz, 0.0, 1.0);
sum += c * k;
}
{
float k = uKernel_Stage1_c0_c0[2].w;
{
vec2 origCoord = coord + vec2(11.0, 0.0) * uImageIncrement_Stage1_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
c.xyz /= c.w;
c.xyz = clamp(c.xyz, 0.0, 1.0);
sum += c * k;
}
{
float k = uKernel_Stage1_c0_c0[3].x;
{
vec2 origCoord = coord + vec2(12.0, 0.0) * uImageIncrement_Stage1_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
c.xyz /= c.w;
c.xyz = clamp(c.xyz, 0.0, 1.0);
sum += c * k;
}
{
float k = uKernel_Stage1_c0_c0[3].y;
{
vec2 origCoord = coord + vec2(13.0, 0.0) * uImageIncrement_Stage1_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
c.xyz /= c.w;
c.xyz = clamp(c.xyz, 0.0, 1.0);
sum += c * k;
}
{
float k = uKernel_Stage1_c0_c0[3].z;
{
vec2 origCoord = coord + vec2(14.0, 0.0) * uImageIncrement_Stage1_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
c.xyz /= c.w;
c.xyz = clamp(c.xyz, 0.0, 1.0);
sum += c * k;
}
{
float k = uKernel_Stage1_c0_c0[3].w;
{
vec2 origCoord = coord + vec2(15.0, 0.0) * uImageIncrement_Stage1_c0_c0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
c.xyz /= c.w;
c.xyz = clamp(c.xyz, 0.0, 1.0);
sum += c * k;
}
{
vec2 origCoord = vTransformedCoords_0_Stage0;
vec2 clampedCoord;
clampedCoord = clamp(origCoord, uTexDom_Stage1_c0_c0.xy, uTexDom_Stage1_c0_c0.zw);
vec4 textureColor = texture(uTextureSampler_0_Stage1, clampedCoord);
c = textureColor;
}
_output.w = c.w;
_output.xyz = clamp(sum.xyz * uGain_Stage1_c0_c0 + uBias_Stage1_c0_c0, 0.0, 1.0);
_output.xyz *= _output.w;
_output *= _input;
return _output;
}
vec4 ColorTableEffect_Stage1_c1_c0(vec4 _input) {
vec4 _output;
float nonZeroAlpha = max(_input.w, 9.9999997473787516e-05);
vec4 coord = vec4(_input.xyz / nonZeroAlpha, nonZeroAlpha);
coord = coord * 0.9960939884185791 + vec4(0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579, 0.0019529999699443579);
_output.w = texture(uTextureSampler_1_Stage1, vec2(coord.w, 0.125)).w;
_output.x = texture(uTextureSampler_1_Stage1, vec2(coord.x, 0.375)).w;
_output.y = texture(uTextureSampler_1_Stage1, vec2(coord.y, 0.625)).w;
_output.z = texture(uTextureSampler_1_Stage1, vec2(coord.z, 0.875)).w;
_output.xyz *= _output.w;
return _output;
}
float _guarded_divide(float n, float d) {
return n / d;
}
float _color_dodge_component(float sc, float sa, float dc, float da) {
if (dc == 0.0) {
return sc * (1.0 - da);
} else {
float d = sa - sc;
if (d == 0.0) {
return (sa * da + sc * (1.0 - da)) + dc * (1.0 - sa);
}
d = min(da, _guarded_divide(dc * sa, d));
return (d * sa + sc * (1.0 - da)) + dc * (1.0 - sa);
}
}
vec4 blend_color_dodge(vec4 src, vec4 dst) {
return vec4(_color_dodge_component(src.x, src.w, dst.x, dst.w), _color_dodge_component(src.y, src.w, dst.y, dst.w), _color_dodge_component(src.z, src.w, dst.z, dst.w), src.w + (1.0 - src.w) * dst.w);
}
void main() {
vec4 outputColor_Stage0;
vec4 outputCoverage_Stage0;
{
outputColor_Stage0 = vinColor_Stage0;
float edgeAlpha;
vec2 duvdx = dFdx(vQuadEdge_Stage0.xy);
vec2 duvdy = dFdy(vQuadEdge_Stage0.xy);
if (vQuadEdge_Stage0.z > 0.0 && vQuadEdge_Stage0.w > 0.0) {
edgeAlpha = min(min(vQuadEdge_Stage0.z, vQuadEdge_Stage0.w) + 0.5, 1.0);
} else {
vec2 gF = vec2((2.0 * vQuadEdge_Stage0.x) * duvdx.x - duvdx.y, (2.0 * vQuadEdge_Stage0.x) * duvdy.x - duvdy.y);
edgeAlpha = vQuadEdge_Stage0.x * vQuadEdge_Stage0.x - vQuadEdge_Stage0.y;
edgeAlpha = clamp(0.5 - edgeAlpha / length(gF), 0.0, 1.0);
}
outputCoverage_Stage0 = vec4(edgeAlpha);
}
vec4 output_Stage1;
{
vec4 inputColor = vec4(outputColor_Stage0.xyz, 1.0);
output_Stage1 = blend_color_dodge(MatrixConvolution_Stage1_c0_c0(inputColor), ColorTableEffect_Stage1_c1_c0(inputColor));
output_Stage1 *= outputColor_Stage0.w;
}
{
sk_FragColor = output_Stage1 * outputCoverage_Stage0;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 inPosition;
in vec4 inColor;
in vec4 inQuadEdge;
noperspective out vec4 vQuadEdge_Stage0;
noperspective out vec4 vinColor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
void main() {
vQuadEdge_Stage0 = inQuadEdge;
vinColor_Stage0 = inColor;
vec2 pos2 = inPosition;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
gl_Position = vec4(pos2.x, pos2.y, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
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